One manoeuvre the CW can indulge in, if the Italians do not leave front-line defences or reactionary reserves in place, is a surprise-impulse invasion of Sardinia. With the right moves, the CW can invade from the Italian Coast sea area and nab both ports on the surprise impulse, especially if it Sardinia can be put out of supply.

When not playing with AMPH rules this is even easier as the CW can invade with 1-2 corps depending on its setup.

How would you build an Amph face-up without having one in the Construction Pool?

Using the 24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945 scenario he could have started an AMPH early in the war.

But before I could sign off on this plan I would have to know how the CW is doing at sea, what is the Axis doing, and what is the Axis OOB is in Occupied France.

Due to its small army and air force early in the war the CW is not usually prone to an aggressive stance and chooses to build up its forces.

More or less the CW chooses to react to aggression rather than act aggressively.

If the invasion of Brest is successful do you plan to try and hold it or is this just a raid (an in and out)?

You need to know what the Axis OOB is in Occupied France if you plan the Invasion of Europe.

If this is just a raid is it just to keep the Axis off balance or what?

(brian brian you've got our attention you are now in the hot seat continue with your plan.)

A threath towards something is usually a good idea to make sure the Euroaxis keeps more forces to guard ports in France. To actually execute an invasion into Europe by the CW alone is something totally different. If it succeeds, the question is: how do the Euroaxis respond here. If they are capable of sending a large force against you, I would suggest to leave. If you got time as the CW (because of Axis units being transported by rail and not able to attack this turn), I would try to replace those expensive units with MIL and INF and see what happens next.

The Axis usually uses an HQ to keep the Normandy Peninsula in supply. That means they could rail units into position and then use the HQ to reorganize at least some of them. Throw in some of the nearby garrison units as cannon fodder and the intrusion could be annihilated the same turn they arrive.

So I have been thinking about Steve's idea that my idea of a raid on Brest might not appeal to the AI because the Germans can generally squash the CW on the Continent in 41 and probably 42 as well.

When you are playing World in Flames as the Allies, I think you have to command the pieces quite a bit differently than the real western Allies did, and more like the Russians were more willing to do. Military commanders have to order people to most likely die. I am sure it is a very difficult thing to do in real life. But this is a game.

So I know the AI will look at combat value of units together with BP concerns and a way to value any given hex. But the AI will also have to place a value on time itself, perhaps more specifically by a value on enemy action limits. Sure, the Germans can reinforce western France and crush whatever the British Army lands there. But what does this cost them? How valuable is that to the Russians? Perhaps quite a bit more than the cost of a few MIL and INF. German rail moves into France, possibly an HQ returning there, possibly units that would otherwise be going east, maybe even tanks....all this is more than 5 or 10 BP expense for the CW. Maybe von Leeb, a Mech division, and a fast MOT are already hanging around the mouth of the Loire river for just this possibility, and those BP might be better spent on the convoy line to Murmansk. But if those German units aren't there...

So I have been thinking about Steve's idea that my idea of a raid on Brest might not appeal to the AI because the Germans can generally squash the CW on the Continent in 41 and probably 42 as well.

When you are playing World in Flames as the Allies, I think you have to command the pieces quite a bit differently than the real western Allies did, and more like the Russians were more willing to do. Military commanders have to order people to most likely die. I am sure it is a very difficult thing to do in real life. But this is a game.

So I know the AI will look at combat value of units together with BP concerns and a way to value any given hex. But the AI will also have to place a value on time itself, perhaps more specifically by a value on enemy action limits. Sure, the Germans can reinforce western France and crush whatever the British Army lands there. But what does this cost them? How valuable is that to the Russians? Perhaps quite a bit more than the cost of a few MIL and INF. German rail moves into France, possibly an HQ returning there, possibly units that would otherwise be going east, maybe even tanks....all this is more than 5 or 10 BP expense for the CW. Maybe von Leeb, a Mech division, and a fast MOT are already hanging around the mouth of the Loire river for just this possibility, and those BP might be better spent on the convoy line to Murmansk. But if those German units aren't there...

Exactly. Withdrawing units from the Russian front by Germany towards France means respite for the Soviets. If the CW can get this to happen, than a quick get in and get out of places like Brest might make some difference. I would love to see a German ARM and MECH getting out of Russia to counter such a thing and than see the CW leaving that port. It uses expensive rail moves and oil for reorganisation on the German part... Every unit not arriving in or leaving Russia is a unit which can't kill Russian troops for a couple of impulses...

The advice in the 2000 WiF annual, in the article on how to beat Germany, suggested for the Allies something to the effect of "Germany doesn't care about its losses in theatres where it is playing defence, and neither should you [care about yours]".

In 1941-1943 the Allies - the CW/US in a Barb game - have to disrupt German & Axis plans by: - making them call impulses they don't want to - causing attrition, particularly of land & air units - make them send units to places they don't want to send units to contain Allied beachheads (so they don't turn into breakouts)

It's harder for the USSR to do the same thing to draw German attention away from the CW in a Med/Sealion '41 campaign on account of the pact - except for sucking up German units to maintain garrison, so they will usually have to resort to beating up on Japan and let Uncle Sam ride to the rescue.

Case 1) Using the Mediterranean and the Bay of Biscay (16TK used, 50CP used, and 15CP reserve) This case uses 21CP (leaving 60CP left over) to avoid the reductions due to Option 29: (Food in Flames).

Australia 1.A) Rail to the major port of Sydney, Australia through Mexico to Canada (5CP) From Sydney, Australia > Tasman Sea> New Zealand Coast > Polynesia > Clarion > Mexican Coast > to a port in Mexico > by rail to Canada

1.B) From Perth, Australia through the Mediterranean to a port in the UK (8CP) From Perth, Australia > Cape Naturaliste > East Indian Ocean > West Indian Ocean > Arabian Sea > Red Sea > Eastern Mediterranean > Western Mediterranean > Cape St. Vincent > Bay of Biscay to a port in the UK

Canada 1.C) Rail to the major port of Quebec, Canada to a port in the UK (3CP) From Quebec, Canada > East Coast > North Atlantic > Faeroes Gap > to a port in the UK

India 1.D) Rail to the major port of Bombay, India through the Mediterranean to a port in the UK (6CP) From Bombay, India > Arabian Sea > Red Sea > Eastern Mediterranean > Western Mediterranean > Cape St. Vincent > Bay of Biscay > to a port in the UK

South Africa 1.E) Rail to the major port of Boma, Belgian Congo (BE) to a port in the UK (4CP) From Boma, Belgian Congo (BE) > Gulf of Guinea> Cape Verde Basin > Cape St. Vincent > Bay of Biscay > to a port in the UK

1.F) From Georgetown, British Guyana (4CP) > Mouths of the Amazon > Central Atlantic > Cape St. Vincent > Bay of Biscay > to a port in the UK

1.G) From Trinidad, Port of Spain (4TK) > Mouths of the Amazon > Central Atlantic > Cape St. Vincent > Bay of Biscay > to a port in the UK

1.I) From Venezuela (1 TK) > Caribbean Sea > to a port in the USA > by rail to Canada

1x resource from Australia used in Australia 1x resource from Australia used in Canada using convoy line 1.A (10CP) 2x resources from India used in India 1x oil from Venezuela to Canada using convoy line 1.I (1TK)

2x UK resources used in the UK 1x resource from Australia to the UK using convoy line 1.B (8CP) 6x resources (1x oil 4x resources) from Canada to the UK using convoy line 1.C (3TK and 9CP) 1x resources from India to the UK using convoy line 1.D (6CP) 3x resources from South Africa to the UK using convoy line 1.E (12CP) 1x resources from Georgetown, British Guyana to the UK using convoy line 1.F (4CP) 1x oil from Trinidad, Port of Spain to the UK using convoy line 1.G (4TK) 2x oil from Venezuela to the UK using convoy line 1.H (8TK)

Total resources in the UK 17

Case 2) Avoiding the Mediterranean but still using the Bay of Biscay (16TK used, 53CP used, and 12CP reserve) This case uses 24CP (leaving 57CP left over) to avoid the reductions due to Option 29: (Food in Flames).

Australia 2.B) Rail to the major port of Sydney, Australia through Mexico to Canada (5CP) From Sydney, Australia > Tasman Sea> New Zealand Coast > Polynesia > Clarion > Mexican Coast > to a port in Mexico > by rail to Canada

2.B) Rail to the major port of Perth, Australia around the South Cape of Africa (9CP) From Perth, Australia > Cape Naturaliste > Southeast Indian Ocean > Southwest Indian Ocean > Mozambique Channel > Cape Basin > Gulf of Guinea > Cape Verde Basin > Cape St. Vincent > Bay of Biscay > to a port in the UK

Canada 2.C) Rail to the major port of Quebec, Canada to a port in the UK (3CP) From Quebec, Canada > East Coast > North Atlantic > Faeroes Gap > to a port in the UK

India 2.D) Rail to the major port of Bombay, India around the South Cape of Africa to a port in the UK (8CP) From Bombay, India > Arabian Sea > Azanian Sea > Mozambique Channel > Cape Basin > Gulf of Guinea > Cape Verde Basin > Cape St. Vincent > Bay of Biscay > to a port in the UK

South Africa 2.E) Rail to the major port of Boma, Belgian Congo (BE) to a port in the UK (4CP) From Boma, Belgian Congo (BE) > Gulf of Guinea> Cape Verde Basin > Cape St. Vincent > Bay of Biscay > to a port in the UK

2.F) From Georgetown, British Guyana (4CP) > Mouths of the Amazon > Central Atlantic > Cape St. Vincent > Bay of Biscay > to a port in the UK

2.G) From Trinidad, Port of Spain (4CP) > Mouths of the Amazon > Central Atlantic > Cape St. Vincent > Bay of Biscay > to a port in the UK

2.H) From Venezuela (4CP) > Caribbean Sea > East Coast > North Atlantic > Faeroes Gap > to a port in the UK

2.I) From Venezuela (1CP) > Caribbean Sea > to a port in the USA > by rail to Canada

1x resource from Australia used in Australia 1x resource from Australia used in Canada using convoy line 2.A (10CP) 2x resources from India used in India 1x oil from Venezuela to Canada using convoy line 2.I (1TK)

2x UK resources used in the UK 1x resource from Australia to the UK using convoy line 2.B (9CP) 6x resources (1x oil 4x resources) from Canada to the UK using convoy line 1.C (3TK and 9CP) 1x resources from India to the UK using convoy line 2.D (8CP) 3x resources from South Africa to the UK using convoy line 2.E (12CP) 1x resources from British Guyana to the UK using convoy line 2.F (4CP) 1x oil from Trinidad, Port of Spain to the UK using convoy line 2.G (4TK) 3x oil from Venezuela to the UK using convoy line 2.H (8TK)

Total resources in the UK 17

Case 3) Avoiding the Mediterranean and the Bay of Biscay (16TK used, 58CP used, and 7CP reserve) This case uses 27CP (leaving 54CP left over) to avoid the reductions due to Option 29: (Food in Flames).

Australia 3.A) Rail to the major port of Sydney, Australia through Mexico to Canada (5CP) From Sydney, Australia > Tasman Sea> New Zealand Coast > Polynesia > Clarion > Mexican Coast > to a port in Mexico > by rail to Canada

3.C) From Sydney, Australia through the Panama Canal to a port in the UK (10CP) From Sydney, Australia > Tasman Sea > New Zealand Coast > South Pacific > East Polynesia > East Pacific > Gulf of Panama > Caribbean Sea > East Coast > North Atlantic > Faeroes Gap > to a port in the UK

Canada 3.D) Rail to the major port of Quebec, Canada to a port in the UK (3CP) From Quebec, Canada > East Coast > North Atlantic > Faeroes Gap > to a port in the UK

India 3.E) Rail to the major port of Bombay, India around the South Cape of Africa to a port in the UK (9CP) From Bombay, India > Arabian Sea > Azanian Sea > Mozambique Channel > Cape Basin > Gulf of Guinea > Cape Verde Basin > Central Atlantic > North Atlantic > Faeroes Gap > to a port in the UK

South Africa 3.F) Rail to the major port of Boma, Belgian Congo (BE) to a port in the UK (5CP) From Boma, Belgian Congo (BE) > Gulf of Guinea> Cape Verde Basin> Central Atlantic > North Atlantic > Faeroes Gap > to a port in the UK

3.G) From Georgetown, British Guyana (4CP) > Mouths of the Amazon > Central Atlantic > North Atlantic > Faeroes Gap > to a port in the UK

3.H) From Trinidad, Port of Spain (4CP) > Mouths of the Amazon > Central Atlantic > Cape St. Vincent > Bay of Biscay > to a port in the UK

3.I From Venezuela (4CP) > Caribbean Sea > East Coast > North Atlantic > Faeroes Gap > to a port in the UK

3.J) From Venezuela (1CP) > Caribbean Sea > to a port in the USA > by rail to Canada

1x resource from Australia used in Australia 1x resource from Australia used in Canada using convoy line 3.A (5CP) 2x resources from India used in India 1x oil from Venezuela to Canada using convoy line 3.J (1TK)

2x UK resources used in the UK 1x resource from Australia to the UK using convoy line 3.B or 3.C (10CP) 6x resources (1x oil and 5x resources) from Canada to the UK using convoy line 3.D (3TK and 15CP) 1x resources from India to the UK using convoy line 3.E (9CP) 3x resources from South Africa to the UK using convoy line 3.F (15CP) 1x resource from British Guyana to the UK using convoy line 3.G (4CP) 1x oil from Trinidad, Port of Spain to the UK using convoy line 3.H (4TK) 2x oil from Venezuela to the UK using convoy line 3.I (8TK)

Total resources in the UK 17

Summary These are the shortest convoy routes to the UK. Persia Trade Agreement 1x oil is saved in Egypt. Cyprus 1x resource is unused. India 1x resource is unused. Malaya 2x resources are unused. In each case the CW is saving 2x oil (1x oil in Egypt and 1x oil in Burma). The 1x oil from Burma needs to be saved and used first or Lend leased to China.

In 1939 if you round up when doing production you only need 16 resources for full production in the UK. In each case this would leave an additional 3CP and allow you to save 1x oil from Venezuela in Canada. In 1940 you will need all 17 resources in the UK for full production.

I did not include the convoy lines for the Netherlands East Indies Trade Agreement (3x oil), which takes 2CP each to get 1x oil to either India or Australia. From the Netherlands East Indies > South China Sea > Bay of Bengal > to a port in India From the Netherlands East Indies > South China Sea > Timor Sea > to a port in Australia

Case 1 uses the least TK and CP (16TK used, 50CP used, and 15CP reserve) by using the Mediterranean but is dangerous when Italy enters the war. Case 2 (16TK used, 53CP used, and 12CP reserve) avoids the Mediterranean but is dangerous after France falls. Case 3 (16TK used, 58CP used, and 7CP reserve) uses the most CP but has the safest routs.

I would suggest starting with Case 2 and use Aligned Minor County CP and CW production CP to be able to relocate the CP in the Bay of Biscay to the North Atlantic and Faeroes Gap areas.

_____________________________

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

running the saw today I started thinking about this, and some past games. if you mean opening a land campaign in the Balkans via the Eastern Mediterrranean, then I say yes this is a good strategy. It is particularly effective in a game being played the way the game is designed best - in a multi-player game where the players are going for an individual victory.

So if the British invade the Balkans and gobble up Athens and Belgrade, with a few more choice objectives on the near-horizon, the Germans get very stretched with a 3 front war. This is good for the forward progress of all of the Allies ... except the Russians, who won't be able to get as many objective hexes at the end. But it does work well. The Americans handle landing in NW Europe and the British continue on with all the resources they have built up in the Med through the whole game.

Same thing works via a British campaign into Norway and then the Baltic, but without being able to take as much from the Russians.

running the saw today I started thinking about this, and some past games. if you mean opening a land campaign in the Balkans via the Eastern Mediterrranean, then I say yes this is a good strategy. It is particularly effective in a game being played the way the game is designed best - in a multi-player game where the players are going for an individual victory.

So if the British invade the Balkans and gobble up Athens and Belgrade, with a few more choice objectives on the near-horizon, the Germans get very stretched with a 3 front war. This is good for the forward progress of all of the Allies ... except the Russians, who won't be able to get as many objective hexes at the end. But it does work well. The Americans handle landing in NW Europe and the British continue on with all the resources they have built up in the Med through the whole game.

Same thing works via a British campaign into Norway and then the Baltic, but without being able to take as much from the Russians.

How does this British Balkan strategy work with regards to taking Italy out of the war? Isn't it a good idea to conquer Italy as early as possible because, although their units are generally not high quality, they still provide garrisons etc and their navy and naval air in particular can be very useful for the EuroAxis. The Balkans also look even more mountainous than Italy. I'm interested in hearing the opinion of experienced Wiffers.

After Italy surrenders ... as per Churchill. There's lots of ways to do it. The terrain is terrible, yes, but the line is a long one for the Germans, much longer than a line in northern Italy. The stronger they hold it, the weaker they are in France, Belorussia, and the Ukraine.

So, along a similar vein to what was done in the Italy thread, I have done up a possible defence for the CW for England when facing a 1941 Sealion. (A 1940 invasion is a different affair as the CW won't have quite as many units around.)

The hexes with blue boxes are "must cover" hexes. They provide ZoC cover across pretty much the entire island, except on the Faeroes Gap side (which usually isn't menaced unless the Axis are doing really well).

Some notes about the "must cover" defence: - London should be double stacked with corps. - Blitz units should be in Portsmouth (the forest hex) and Leeds (the mountain hex) where they can respond effectively across the island. - Other recommended double stacks are Plymouth, Liverpool, Belfast, and Scapa Flow, although in a pinch one white print unit in Scapa Flow would be fine. - Bombers for ground support and retaliatory ground strikes should be deployed in the central city area, and fighter/AA gun air defences should be clustered to protect the blitz forces and the bombers.

The light green boxes represent "like to have" defence. Any blue box scratched out with a light green line does not require a unit if you can afford to place units in the nearby light green boxes.

Some notes about the "like to have" defence: - the unit recommended in Pembroke can be weak or a division. It's not really there to stop invaders: it's there to stop Marines from walking across from Cornwall.

Having thought about it further, but not wanting to spend the time to edit the image, I would suggest changing the "like to have" defence as follows: - remove the unit in Coventry (unless you are paranoid about in-deep paradrops) - add a unit in the mountain hex southwest of Scapa Flow - this plugs the only gap in ZoC coverage.

(An invasion up in the northern Scottish mountains is not likely to be a strategic play, but Axis units up there will be hard to dislodge, can play host to flying boats, and Marine units that get in back to the Hebrides could make a nuisance of themselves.)

Some good stuff. If one were to rank the hexes of the UK for defense, I would put Harwich at #1 on a priority list. And for that reason generally put the at-start MECH there in S/O 1939, and sometimes leave it there until 1941.

But I think Steve was on to something in the Italy thread. The AI can't rely on lists of pre-designated hexes to defend, I think. Hopefully it can have a mechanism to rank the territory it is defending in terms of value to the enemy.

For the resource-rich Western Allies on the offensive, (and I mean that in terms of plenty of HQs and all other types of units available), a port hex isn't worth as much to them as the Germans. They have to invade the UK on more of a shoe-string budget, particularly during a high-stakes 1940 affair. The other item that makes Harwich a likely first choice for them to land, is air basing. Operating within range of your land-based air is critical in WiF, particularly for the potent but generally short-ranged Luftwaffe. Harwich is also a good airbase hex, once taken.

Aside from value to the enemy of a particular coastal hex, the adjacent interior hexes also affect any such ranking. As in Italy, an invader of the UK wants to land their armor and blitz on towards the capital as much as possible - taking ground more easily, expanding the beachhead (and the airbases). This makes landings in Wales quite a bit less desirable than Norfolk and Suffolk, despite a plethora of ports. The same is even true of Dorset and Somerset and Wiltshire and Hampshire (the areas west of London), which have both ports and could be within range of Luftwaffe bases just across the Channel. But beyond the beaches there are rivers and cities and woods and narrow fronts that favor Montgomery, not Rommel.

So I hope maps such as these can be used for any Major Power to evaluate the AI's ability to site the defensive units it has available. It is one thing to decide X amount of Corps are required to hold every one of Y amount of hexes in advance. But in a real game, you hardly ever have all of X amount of units available in advance, and you have to decide where to put the first several units, well before all of X are available.

If a good AI routine can be developed to populate the beach defenses of Italy and the UK, that would be a great achievement for a very big defensive planning assignment in World in Flames - Japan's defense of the Greater East-Asia Co-Prosperity Sphere. It's not simple to defend a sphere.

One source of internal conflict for the AI's decision making is how strongly to guard the beaches vs. the counter-strike force (I am primarily thinking of commitment of air assets - LND & FTR used to defend the invasion hex vs. used to defend the blitz reserve against ground strike vs. used to ground strike the hex in support of a counter-attack).

Of course, the answer is "it depends" - on the strength of the invaders, the strength of the counter-strike force, on what kind of air power both sides can bring to bear, and whatnot.

In 1944 in France, my baseline assumption is that the Allies can dominate the skies, but not everywhere all at once. So the Germans, at least in my opinion, must concentrate their airpower to defend their blitz reserves and to groundstrike the Allied beachheads.

In 1940-1941 if the CW is facing a Sealion, it's a trickier question, what with the smaller counter density, the edge the Germans will assuredly have, both in the air and in terms of land unit combat factors (that 9-factor INF is a tough cookie), but also the increased danger for the Germans that, say, 2-3 naval searches that end up going the CW's way will turn the landing force into so many PoWs. One slight advantage the CW has is that most German airpower, the 6-range FW190s and lesser twin-enging FTR3s aside, is not well suited to reach the zone of cities surrounding Manchester.

Churchill said (this is not a precise quote) that in the beginning of a war you have half of what you need. In the middle of the war you have what you need but most of it is in the wrong place. And at the end of the war you have way too much.

D. ACTION STAGE 6. Initiative Stage In this stage you work out which side has the initiative. This affects who has the first impulse and who goes first in various other activities. Once you have the initiative, you keep it until this stage of next turn.

6.1 Determining initiative Each side rolls a die. The space the marker occupies on the initiative track will give one side or the other a modifier (except in the middle space).

The side with the higher modified roll wins the initiative. If tied, the side that has the initiative from the previous turn loses.

The initiative track will indicate if you can demand a re-roll. If any active major power on a side demands a re-roll, move the marker one space towards the other side’s end of the track. Both sides now re-roll (with the new modifiers). The re-roll stands - there can be no further re-rolls.

Turn the marker to the side that has won the initiative.

6.2 Effect of Initiative The side that won the initiative now decides which side has the first impulse of this turn. That side is called ‘the first side’ the other side is called 'the second side'. Note: who goes first doesn’t affect who has the initiative.

Usually, you will want to go first because there is always something you ‘just have to do immediately’. However, you might let the other side go first if you want to move the initiative marker toward your end of the track ~ if they go first and last in the turn, it moves towards you. This can be important if you want to secure the first move in a later turn (e.g. Germany’s first turn of war with the USSR).

If all players on the side winning the initiative cannot agree as to which side should go first, the major power with the highest production last turn from that side, decides.

quote:

My Notes: If the all Major powers on 'the first side' pass on their first impulse and a 2 or less is rolled it ends the Action Stage. 'The second side' would not get an Action Stage for that turn.

Imagine what happens when the side that has the initiative chooses to be 'the second side' on one turn and on the next turn retains the initiative and chooses to be 'the first side'.

All Major powers (including the units of their aligned minor countries) during an enemy impulse Unlimited Combat air patrol missions Unlimited Escorting aircraft missions Unlimited Intercepting aircraft missions Unlimited Naval movement only when a unit’s base is overrun (see 11.11.6 Overruns). Unlimited Naval interception missions Unlimited Naval combat only in sea areas your opponent moved a unit into, and only if they did not try to initiate combat there. Unlimited Naval air interception missions Unlimited Shore bombardment if you are playing with defensive shore bombardment - see 11.16.2 Shore bombardment. Unlimited Ground support missions Unlimited Re-base aircraft missions only when a unit’s base is overrun (see 11.11.6 Overruns).

Each Major power on the side that are executing the impulse chooses a action type of Land, Air, Naval, Combined or Pass. Neutral Major powers are limited by only being able to select a Combined or Pass Action Type.

The Action Type of the individual Major power limits what actions that they can perform such as Land, Air, Naval, combats, and etc.

After all the players on the executing the impulse have finished their actions you Check for the End of the Turn.

If all Major powers on both sides pass 2 is subtracted from the die roll necessary to end the turn. If all Major powers on one side pass 1 is subtracted from the die roll necessary to end the turn. When the turn ends:

All Major powers (including the units of their aligned minor countries) during an enemy impulse Unlimited Combat air patrol missions Unlimited Escorting aircraft missions Unlimited Intercepting aircraft missions Unlimited Naval movement only when a unit’s base is overrun (see 11.11.6 Overruns). Unlimited Naval interception missions Unlimited Naval combat only in sea areas your opponent moved a unit into, and only if they did not try to initiate combat there. Unlimited Naval air interception missions Unlimited Shore bombardment if you are playing with defensive shore bombardment - see 11.16.2 Shore bombardment. Unlimited Ground support missions Unlimited Re-base aircraft missions only when a unit’s base is overrun (see 11.11.6 Overruns).

2x TERR in Egypt or Palestine: Egypt TERR (2-4), Egypt TERR (3-2), and Palestine TERR (1-3). Note: these TERR are also listed as being able to be selected under "on the Europe or Africa Maps".

Is this true?

Yes.

The pertinent rule from the RAW scenario booklet (§24.1.6 Setting up under the sub-heading What units to set up) is:

quote:

AfA option 10: Territorial units must be set up in their home country. When randomly choosing a territorial to be placed on a map, you must pick a territorial that can set up on that map (e.g. Australians on the Pacific map). If you are playing with the Africa map (AfA/AsA option 1), “Europe” includes the African map.

So when you are drawing territorials for the Europe map entry, you can draw any territorial for a home country (or territory, for a handful of territorials) that is either on the Europe maps as drawn for the tabletop WiF game or on the Africa map as drawn. I would expect MWiF to follow a similar rule, subject to clarifications resulting from the unified map scale and the lack of distinct map sections as exist in the game.

There is no rule excluding Egypt & Palestine from this general rule; only a line item in the set-up chart specifying that you must draw two of the three to set up in either home country (leaving the third eligible to be drawn when you draw territorials for the Europe map generally).

2x TERR in Egypt or Palestine: Egypt TERR (2-4), Egypt TERR (3-2), and Palestine TERR (1-3). Note: these TERR are also listed as being able to be selected under "on the Europe or Africa Maps".

Is this true?

Yes.

The pertinent rule from the RAW scenario booklet (§24.1.6 Setting up under the sub-heading What units to set up) is:

quote:

AfA option 10: Territorial units must be set up in their home country. When randomly choosing a territorial to be placed on a map, you must pick a territorial that can set up on that map (e.g. Australians on the Pacific map). If you are playing with the Africa map (AfA/AsA option 1), “Europe” includes the African map.

So when you are drawing territorials for the Europe map entry, you can draw any territorial for a home country (or territory, for a handful of territorials) that is either on the Europe maps as drawn for the tabletop WiF game or on the Africa map as drawn. I would expect MWiF to follow a similar rule, subject to clarifications resulting from the unified map scale and the lack of distinct map sections as exist in the game.

There is no rule excluding Egypt & Palestine from this general rule; only a line item in the set-up chart specifying that you must draw two of the three to set up in either home country (leaving the third eligible to be drawn when you draw territorials for the Europe map generally).

Thank you. I just wanted to make sure.

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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

After the draw for Egypt/Palestine, there's one of those Territoritorials left to draw, and two opportunities to get it. One is the draw for "Europe" (which includes Africa) and the other is the draw for "Any Map".

After the draw for Egypt/Palestine, there's one of those Territoritorials left to draw, and two opportunities to get it. One is the draw for "Europe" (which includes Africa) and the other is the draw for "Any Map".

Thank you. It has been corrected.

_____________________________

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

================================================================== ================================================================== Note: I am writing this to be informative to people unfamiliar with WiF and most of this has already been discussed in these forums. When I say a Side or Major power: "should" it means it is highly recommended that this happen. "may" it means it is optional but may require other conditions or considerations.

Just for fun I looked up and assigned historic names for the Commonwealth task forces. The task forces will sail when described as doing so in the impulses.

"No plan of operations extends with certainty beyond the first encounter with the enemy's main strength" ~ Helmut von Moltke the Elder

================================================================== ================================================================== 24.4.7 The Global War: Sep/Oct 1939 ~ Jul/Aug 1945 Weather roll for first pair of impulses is always a die roll of 4 ~ Fair The USA has three USA entry pool chits to be allocated to the Ge/It (German/Italian) and Ja (Japanese) entry pools.

Initiative: Axis +2 box. The Axis starts with the initiative and must be 'the first side' on the first turn.

The USSR and Germany have a neutrality pact made in 1939.

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Active Trade Agreements A neutral Hungary must supply Germany with its resource each turn (exception: see 19.6.2 Rumania).

A neutral Iraq must supply France with 1 of its oil resources each turn. If France is conquered, or if a Vichy government has been installed (see 17.1 Creation), Iraq instead provides the oil to whichever major power or minor country controls Syria. A Vichy-controlled Syria will pass it on to the major power that installed a Vichy Government.

The Netherlands must supply Japan with 2 oil resources a turn. This continues until Japan is at war with either the Netherlands or the Commonwealth, or the US embargoes oil sales to Japan (see 13.3.2 US entry options, entry option 31 Oil embargo). A neutral Netherlands must supply the CW with all its remaining oil.

A neutral Persia must supply the Commonwealth with 1 of its oil resources each turn.

While neutral, Rumania supplies Germany with 2 oil resources and its other oil resource to Italy, each turn.

A neutral Sweden must supply Germany with 3 resources each turn.

A neutral Turkey must supply Germany with 1 resource each turn, until Italy is conquered.

A neutral Venezuela must supply the CW with half its oil and the USA with its remaining oil each turn.

The USA and Japan start the game with an agreement in place. The USA has to send 4 resources each turn (two of them must be oil resources) to Japan. Japan has to send a build point to the USA.

Active Major powers are: China and Japan (who are at war with each other).

Some of the differences between a Neutral Major power and a Active Major power Each major power (exception: Vichy France, see 17.3 Units) has reserve units that you can call out when it goes to war with another major power.

A major power is a ‘Neutral major power’ if it is not at war with any other major power. If it is at war with at least 1 major power, it’s called an ‘Active major power’.

Units controlled by a neutral major power can only enter hexes controlled by that major power, by a minor country aligned with it, or by a minor country it is at war with. They can also go to sea.

A neutral major power can’t co-operate with any other major power (see 18. Co-operation)

Neutral major powers must always pick either a pass or a combined action (exception Germany in 1939 ~ see 10.1 Action types). Each naval unit a neutral major power moves (rather than each task force) counts as 1 naval move - every 5 convoy points counts as a naval unit (SiF option 9: every 2 convoy points (or any spare point) is a naval unit).

Active major powers may contribute to the convoy chain of any other major power on the same side. Neutral major powers can only contribute to convoy chains with other major powers if the rules specifically allow it (see 5.1. Trade agreements and 13.3.2 US entry options, option 9 Resources to China). Neutral major powers’ convoys can not transport resources or build points to other major powers unless the rules specifically allow it (see 5.1. Trade agreements Japan-USA, 13.3.2 US entry options, options 9 Resources to China, 15 Resources to western Allies, 17 Lend lease to China, 19 Resources to USSR, 27 Lend lease to western Allies and 30 Lend lease to USSR).

Each Active major power can use only 1 offensive chit per impulse. Neutral major powers cannot use an offensive chit.

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ASW Using 22.4.6 Light Cruisers (CLiF option 75) and 22.4.19 Convoys in Flames (CoiF option 76) +1 ASW point for each air-to-sea factor included (including those on CVs that aren’t damaged) during fine, rain or snow; +2 ASW points for each SCS (each BB and CV add 0) +2 ASW for each ASW +1 ASW for each ASW-CV (it must have a Carrier plane unit to get this add) (plus the air-to-sea factor of its Carrier plane unit)

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ASW units have a pre-fire attack but only against included enemy Submarines. In all other combats they have a value of zero.

In some ways, ASW units are treated like convoy points, specifically: When ending their move in a sea area they must be placed in the 0 box, At the end of the turn, they do not need to return to base, They may not attempt to intercept nor initiate a search; and If included during submarine combat, they count as an “Enemy Ship” and the owner may choose to take losses on ASW units or convoys (unless the other side spends 3 surprise points to select an enemy target of course).

================================================================== ================================================================== The Sep/Oct 1939 turn First Axis Impulse (Impulse 1 'the first side') Germany has +2 initiative and must move first (there is no Initiative Roll).

During the first impulse of Sep/Oct 1939 Germany may only choose a Action Type of Land, Combined, or Pass.

Political step (Declare war, Align Minor countries, Annex territory)

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Germany 9.3 Compulsory declarations Germany must declare war on Poland in the first impulse of any game that starts in Sep/Oct 1939. Germany is now an Active Major power and has a surprise impulse against Poland. No other Axis Major power may make any other declaration of war in this impulse.

20. The Axis declares war on: (if Japan declares war place USA entry chit in the USA (Ja) entry pool else place it in the USA (Ge/It) entry pool) Poland, Spain, Turkey or any American country (1 USA entry chit and a 20% chance of another will be added to the USA entry pool) Belgium, Finland, Rumania, Sweden or Switzerland (There is a 80% chance of a USA entry chit will be added to the USA entry pool) Other minor countries (There is a 30% chance of a USA entry chit will be added to the USA entry pool),

The Commonwealth must align Poland or it automatically surrenders. Poland should be aligned with the Commonwealth and its actions will count against Commonwealth Action Limits.

Germany should overrun the Polish naval units on the first Axis impulse in order to capture or destroy as many naval units as possible. Otherwise any Polish naval units not captured or destroyed can be rebased to Commonwealth ports.

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Japan On this or any following Axis impulse Japan may choose to align Siam. 19. An Axis player aligns a minor country ~ Siam or other minor (There is a 30% chance of a USA entry chit will be added to the USA (Ja) entry pool for Siam) (There is a 30% chance of a USA entry chit will be added to the USA (Ge/It) entry pool for Argentina, Bulgaria, Finland, Hungary, Iraq, Persia, Rumania, Spain, Turkey, or Yugoslavia) This occurs when the minor country aligns with a major power (see 9.8 Aligning minors). A minor that joins a side because a major power declares war on it doesn’t count.

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9.8 Aligning minors You can only declare one minor aligned with your major power in each friendly impulse. If a neutral minor can align with your major power (see 19.6 Soviet border rectification, 19.7 Axis minor countries and 19.8 Allied minor countries), you can declare that it is aligning with you. You can only declare one minor aligned with your major power in each friendly impulse.

Your major power controls a minor that aligns with it exactly as if another major power had declared war on it.

(see rules: 11.18.1 Air supply, 11.18.2 HQ reorganization, and 11.18.3 TRS supply) Each un-flipped ATR air unit (option 35: or an aircraft unit with a white range circle) can fly a air supply missions that gives you 1 reorganization point to turn a unit face-up in any land hex. Each un-flipped Headquarters unit can reorganize units that are in range. The range of the headquarters is the middle number this is also the number of reorganization points it has. Each un-flipped unloaded TRS has 1 reorganization point to reorganize a unit on a coastal hex in the same sea area.

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11.18.4 Reorganizing You can only reorganize a unit that started the step face-down. This means you can’t reorganize an ATR that flew an air supply mission in this step.

It costs 1 reorganization point to reorganize a land unit in a land action, an aircraft unit in an air action, or a naval unit in a naval action. In all other cases it costs 2 points to reorganize each unit.

9.3 Compulsory declarations The Commonwealth and France must declare war on Germany on their first impulse after Germany has declared war on Poland. The Commonwealth and France are now an Active Major powers and have a surprise impulse against Germany. No other Allied major power may make any other declarations of war in this impulse.

25. The CW or France or both declare war on Germany (There is a 80% chance a USA entry chit will be added to the USA (Ge/It) entry pool) If the CW and France don't declare war on Germany in the same impulse this done separately for both the CW and France.

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The USSR If the Commonwealth wants the Polish Pilots the USSR needs to wait and do this on the Second Allied impulse. Otherwise the Polish Pilots in Eastern Poland will only become available to the Commonwealth after Germany and the USSR go to war.

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19.5.1 Eastern Poland The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can only exercise those rights if Poland has not been conquered.

You exercise those rights by moving a land unit into any hex of Eastern Poland.

Once you exercise those rights, the part of Poland to the east of the partition line becomes conquered by the Soviets. Move any Axis units there to the nearest Axis controlled hex they can stack in. Any Allied (except Soviet) units there are destroyed. They are removed from the game (internment) until Germany and the USSR are at war, at which point they may be added to the Commonwealth force pool if the Commonwealth player so desires.

26. The USSR controls Eastern Poland (There is a 70% chance a USA entry chit will be removed from the USA (Ge/It) entry pool) The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can only exercise those rights if Poland has not been conquered (see 19.5.1 Eastern Poland). This will not make the USSR a Active Major power.

The Commonwealth should choose a Combined Action: 1x Rail move 2x Naval moves 3x Land Moves 1x Land attack 5x Air missions (an air mission is the flight of 1 aircraft unit)

Neutral Major Powers are now: Italy, the USA, and the USSR.

The Allied Major powers that didn’t pass perform these steps in this order (their action choice will limit what they can do ~ see action limits table): (a) Port attacks This counts as 1 Air missions (during Final Reorganization Oil used per SiF/CLiF option 76 = 0.2) If the Commonwealth gets the Bristol Blenheim Mk.IV LND3 (2,1,3,1,14) you can perform a port strike this impulse in any port in Germany with the exception of East Prussia. Since it is a surprise impulse against Germany any Commonwealth controlled aircraft units can't be intercepted if they are flying a mission exclusively against German units. Anti-aircraft fire from units of a major power that is surprised is halved if directed exclusively against bombers controlled by a major power that declared war on it.

(b) Naval air missions (c) Naval movement This counts as 1 Naval move and 1 Land move (during Final Reorganization Oil used per SiF/CLiF option 76 = 0.1) 1x TRS Queen Mary/Elizabeth (0,5,2,0,6-5) Embarks 1x MOT and sails from the Major port of Liverpool, the United Kingdom to the Minor port Suez, Egypt The Major port of Liverpool, the United Kingdom > Bay of Biscay > Cape St Vincent > Western Mediterranean Sea > Eastern Mediterranean Sea > debarks in the Minor port of Suez, Egypt. The TRS is turned face-down and the MOT stays face-up.

If Germany does overrun the Polish naval units on the first Axis impulse This does not counts as a Naval move Destroyer Flotilla (1,9,0,0,0,6-2) (during Final Reorganization Oil used per SiF/CLiF option 76 = 0.1) CP (0,10,0,0,0,3-3) (during Final Reorganization Oil used per SiF/CLiF option 76 = 0.05) Sail any survivors to Scapa Flow, the United Kingdom The Major port of Danzig, Poland > Baltic Sea > North Sea > the Major port of Scapa Flow, the United Kingdom

If Germany does not overrun the Polish naval units on the first Axis impulse This counts as 1 Naval move and 1 Land move (during Final Reorganization Oil used per SiF/CLiF option 76 = 0.15) Take both the Naval units The Major port of Danzig, Poland > Baltic Sea > North Sea > the Major port of Scapa Flow, the United Kingdom

(d) Your naval combat (e) Opponent’s naval combat (f) Strategic bombardment This counts as 1 Air missions (during Final Reorganization Oil used per SiF/CLiF option 76 = 0.1) The LND2 in Dover, the United Kingdom should perform a strategic bombardment mission against Essen, Dusseldorf, or Cologne, Germany. Since it is a surprise impulse against Germany any Commonwealth controlled aircraft units can't be intercepted if they are flying a strategic bombardment mission against a hex controlled by a Germany .

(g) Carpet bombing (option 32) (h) Ground strike missions (i) Rail movement (j) Land movement (k) Air transport (l) Debark land units at sea (m) Invasions (n) Paradrops (o) Land combat (p) Air rebases This counts as 1 Air missions for each air unit The Commonwealth should want Poland to have the ability to fly their 2 air units to a neutral country to be interned. The air units will be lost but you get to keep the Pilots. If Poland is conquered Sep/Oct 1939 the 2x Polish Pilots will become to available as reinforcements to the Commonwealth at the beginning of the Nov/Dec 1939 turn.

(q) Allied Reorganization is the same as Axis Reorganization above but only Allied units are reorganized.

Results of the Combined Action: 0 of 1x Rail move 1 of 2x Naval moves 1 of 3x Land Moves 0 of 1x Land attack 4 of 5x Air missions (an air mission is the flight of 1 aircraft unit)

Germany Germany should declare war on Denmark (Other minor) to jeep Allied naval units from using the Baltic Sea. Germany may want to declare war on the Netherlands (Other minor) to be better positioned to invade Belgium and then France.

20. The Axis declares war on: (if Japan declares war place USA entry chit in the USA (Ja) entry pool else place it in the USA (Ge/It) entry pool) Poland, Spain, Turkey or any American country (1 USA entry chit and a 20% chance of another will be added to the USA entry pool) Belgium, Finland, Rumania, Sweden or Switzerland (There is a 80% chance of a USA entry chit will be added to the USA entry pool) Other minor (There is a 30% chance of a USA entry chit will be added to the USA entry pool),

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Italy Italy may want to declare war on: 1) The Commonwealth to keep them from being able perform a surprise port attack on their fleet. 2) France to assist Germany against France and force the Commonwealth to declare war on Italy. 3) On both the Commonwealth and France to keep the Commonwealth from being able perform a surprise port attack on their fleet and to assist Germany against France. Declaring war on the Commonwealth, France, or both will make Italy an Active Major power. Italy would have a surprise impulse against any major power it declares war on.

7. Italy declares war on CW or France or both (70% chance a USA entry chit will be added to the USA (Ge/It) entry pool).

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Japan Japan may occupy one or more Chinese cities on this or any following impulse. 10. Japan occupies Chinese city: (40% chance a USA entry chit will be added to the USA (Ja) entry pool) Each time a Japanese controlled land unit occupies (or reoccupies) a Chinese controlled city in China, there is the possibility of an outrage like the rape of Nanking occurring, an atrocity that the USA public finds out about. You do not roll for cities controlled by the Japanese as a result of a Chinese surrender.

Japan may want to militarizes Marshalls sea area on this or any following impulse. 3. Japan militarizes Marshalls sea area (There is a 60% chance a USA entry chit will be added to the USA (Ja) entry pool) This occurs as soon as Japan moves the first unit into any hex on the border of the Marshalls sea area.

Japan may want to declare war on the USSR on this or any following impulse. As long as the war is limited to the Asia maps this will not make the USSR a Active Major power.

9. Japan declares war on the USSR (There is a 50% chance a USA entry chit will be added to the USA (Ja) entry pool)

There is no reason to close the Burma Road at this time. 6. Japan forces closure of Burma Road (There is a 50% chance a USA entry chit will be added to the USA (Ja) entry pool) The Burma Road is one way that the Allies can transport resources (see 13.3.2 US entry options, entry option 9. Resources to China) and build points (entry option 17. Lend lease to China) to China. The Axis can close it by physical occupation but Japan can also close it by diplomatic pressure on the Commonwealth.

If Japan does this, an Allied major power can’t transport resources or build points to China via the Burma Road or French Indo-China until it is at war with Japan or the USA chooses US entry option 24. Re-open Burma Road. China can still use the road to transport its own resources. You only have to roll a die for diplomatic closure of the Burma Road, not for physical closure.

------------------------------------------------------------------------------------------------------------------------------------ Second Allied Impulse (impulse 4 'the second side') Political step (Declare war, Align Minor countries, Annex territory) [quite]If Italy has not declared war on the Commonwealth then the Commonwealth can declare war on Italy.

22. The CW or France or both declare war on Italy (1 USA entry chit and a 20% chance of another will be removed from the USA (Ge/It) entry pool). If the CW and France don't declare war on the Italy in the same impulse this done separately for both the CW and France.

The USSR if the Commonwealth want's the Polish Pilots the USSR should choose to control Eastern Poland during this impulse.

The USSR may choose to claim Bessarabia, Rumania during this impulse. If Germany denies the claim the USSR must declare war on Rumania. Before Germany denies the claim they should be sure the USSR hasn't chosen the strategic bombers to bomb the Rumanian oil fields.

The USSR may choose to declare war on Persia (Other minor country) during this impulse for the oil resources.

The USSR may choose to claim the Finnish Border Lands. Germany should deny the claim at this time and force the USSR to declare war on Finland. The USSR hasn't the troops available for a war in Finland at this time. The USSR may want to do this later in 1940.

31. The USSR declares war on: Poland, Spain, Turkey, or any American country (2 USA entry chits and a 50% chance of another will be removed from the USA (Ge/It) entry pool) Belgium, Finland, Rumania, Sweden or Switzerland (1 USA entry chit and a 80% chance of another being removed from the USA (Ge/It) entry pool) Other minor country or Vichy France (There is a 90% chance of a USA entry chit being removed from the USA (Ge/It) entry pool)

Only after the USSR takes control of Eastern Poland can they take control of the Baltic States (it is recommended that they delay this Political option). if Germany is going against France first the USSR can do this during any Allied impulse. If Germany decides to Declare War on the USSR instead of going against France first and wants to enter the Baltic States: 1) Germany would have to Declare War on Latvia, Lithuania and Estonia separately all are Other minor countries. 2) This is the only way the USSR can get 1x CP from Latvia and 1x CP from Estonia. 27. The USSR controls Nazi-Soviet Pact areas (Baltic States) (There is a 40% chance a USA entry chit will be removed from the USA (Ge/It) entry pool) The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic states (Latvia, Lithuania and Estonia) during any Allied land movement step after it has exercised its rights to eastern Poland. You can only exercise your rights over those states that are neutral (see 19.5.2 Baltic States).

If Italy declares war on the Commonwealth or the Commonwealth and France then Force X and Vice-Admiral Aircraft Carriers are safe in Gibraltar during the surprise impulse. If Italy declares war on only France then Force X and Vice-Admiral Aircraft Carriers sails for Italian Coast. On the next impulse this makes Italy choose to separately declare war on the Commonwealth or allow the Commonwealth declare war on Italy and get a surprise Port Attack on the Italian fleet.

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22. The CW or France or both declare war on Italy (1 USA entry chit and a 20% chance of another will be removed from the USA (Ge/It) entry pool). If the CW and France don't declare war on the Italy in the same impulse this done separately for both the CW and France.

The impulses continue swapping between Axis and Allies until the turn ends.

================================================================== ================================================================== 13. End of Turn Stage 13.1 Partisans (option 46) A check is made for Partisans.

US entry The USA may always pick one option against Japan and one against Germany/Italy every turn. The USA can choose a second option against Japan if the first option against Japan did not move a marker to the tension pool. The USA can choose a second option against Germany/Italy if the first option against Germany/Italy did not move a marker to the tension pool.

Examples: The USA wants to Intern the French aircraft carrier CV Bearn it would need US entry chits that totaled at least 4 in either the USA (Ge/It) entry pool or the USA (Ja) entry pool. The USA wants to allow China to build aircraft units it would need US entry chits that totaled at least 1 in the USA (Ja) entry pool.

US entry options are not to be confused with US entry actions. US entry options are political choices made by the USA. US entry actions are political actions taken by both the Axis and Allied Major powers.

The USA entry pools represent the temporary concern over the war in either the West (Ge/It) or the Far East (Ja).

If for any reason the USA is required to remove more US entry chits from the USA (Ge/It) entry pool or the USA (Ja) entry pool than it has available at that time. It is not allowed to declare war on that Major power for the rest of the game (Ge/It means Germany and Italy while Ja means Japan).

The USA tension pools represent the permanent tension being generated over the war in either the West (Ge/It) or the Far East (Ja).

The USA may want to allow China to build aircraft units. 1. Chinese build aircraft (Ja) (There is a 30% chance a USA (Ja) entry pool chit will be moved to the USA (Ja) tension pool) You must choose this entry option before China can build any aircraft unit.

The USA may want to Intern the French aircraft carrier Bearn. 4. Intern French CV (either) (There is a 60% chance a USA (Ge/It) entry pool chit will be moved to the USA (Ge/It) tension pool) You can only choose this entry option if the French CV “Bearn” is on the map and Paris is controlled by the Allies. You can either remove the French CV from the game and put a random US TRS from the force pool on to the production circle to arrive as reinforcement next turn; Or put the French CV in the construction pool. It is a US unit for the rest of the game.

If Denmark is conquered on the first turn have the USA Occupy Greenland & Iceland as soon as they can. Note: If Denmark is invaded on the Second Axis impulse it would be conquered in the Peace step of the first turn. The USA would then be able to Occupy Greenland and Iceland during the US entry step of the second turn. Because the US entry step is before the Peace step. 7. Occupy Greenland & Iceland (Ge/It) (There is a 90% chance that a USA (Ge/It) entry pool chit will be moved to the USA (Ge/It) tension pool) You can declare control of Greenland and Iceland during any future Allied declaration of war step. When you do, move any other Allied units in Greenland or Iceland to the nearest hex their major power controls. You can only choose this entry option if an Axis major power has declared war on Denmark and no Axis land unit is in Greenland or Iceland.

13.4 Return to base Units at sea can return to base during this step. If they do, they will be available to sail again in the next turn. Those that stay at sea will only be able to stay in the sea-box next turn or sail back to a port.

13.5 Final reorganization step Turn all face-down units face-up (including units that have stayed at sea and units that are out of supply).

Option 47: (Isolated reorganization) You can only turn a unit face up if it can trace a path to a primary supply source for that unit. You trace the path in the same way as a basic supply path, including via overseas supply paths (see 2.4.2) except that it can be of any length.

Thorshavn, Faroes islands Notional You can’t invade a hex in storm, snow, or blizzard. You can only invade from the 1,2,3, or 4 sea box.

The notional unit has 1 combat factor, modified by: No (if it is a city hex +1); No (if the hex is in the home country of the major power that controls the hex +1); No (+1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army +1)); Yes (+ the shore bombardment modifier for each invading unit); Yes (if it cannot trace a basic supply path of any length -1); and No (if surprised (see 15. Surprise) -1).

Burma oil saved in India. Dutch East Indies oil saved in Australia. Which cannot happen until war is declared.

Also once war is declared you have to go over the convoy line and force some resources to head for England and not Poland. If all works, 3 or more oil saved a turn. Depending on how you decide. So far working for me. But i check that Production planning window a lot.